Nope. This setup exchanges every heat vent every second. there is plenty of room for a bit of extra heat. There are no real microcyles, as the reactor is running constantly. with the 4 relays and 4 sorting machines everything is perfectly in synch, and there is no hull heat build up at all (provided there are enough heat vents in the system. getting the right amount of heat vents to keep the system running smoothly is a bit tricky if you want to use your resources optimally.) the whole setup is very safe. you can use a buildcraft gate set to only trigger if the inventory is full, so that the reactor will never pulse unless the vents are in place.
Posts by Kenken244
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1:1 ratio would definitely be overpowered, but I like the idea of being able to convert creosote to oil.
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I was suggesting placing the heat vents directly next to the uranium cells, so they absorb all of the heat instead of having cooling cells at all.The heat vents would be the thing exchanged among the reactors. The idea being that it would allow for greater cooling density in a cooling tower design. You would basically not need any components, just stick the vents in there and let them cool themselves. The microcycle time would have to be severely reduced, probably to only a few seconds, but it may actually be more efficient due to not requiring other components in the cooling towers.
It would be something along the lines of this the microcycle time would be very short, only about 3 seconds but if you could make the exchange smooth enough, theoretically it would work. t also has the bonus effect of absorbing small amounts of the hull heat in case some accidentally leaks in, since you probably would have to swap the vents while the reactor is running.
EDIT: I whipped up a quick Proof of Concept Here. It changes out each vent every second and puts it into a regular, no chamber reactor. It seems to be working so far. I haven't done any math on cost-effectiveness or number of cooling towers needed yet.
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especially since the gravisuit keeps the powers of the quantum chestplate. frankly, without keeping the powers of the quantum helmet, it is just too much of a hassle for me to see myself using.
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I think maybe she meant to respond to my suggestion of an automatic weight compensation module.
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How about a weight compensation module? It would be nice to not have to sprint just to have my normal speed. Its energy consumption would be based on your total weight, and it would negate a portion of it depending on its overclocking setting.
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My setup uses 35 cooling towers for every 4 generating reactors. I have only just begun to build the system, but I eventually hope to have 70 cooling towers and 8 generating reactors. With output set to 5 times normal, The output rivals a fusion reactor, and I get to line my walls with reactors, which is an added bonus.
Also, I have been thinking, would it be better to use heat vents or heat exchangers instead of coolant cells? The microcycle time would have to be much shorter, and you would need lots of extra components, but theoretically, the cooling would be higher. The resource cost for all the extra components might make this impractical, however.
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Very cool. seems like it would work well with gregtech fusion generators.
EDIT: though, could you make a config for how much uu is needed to make a plasma cell? 166kk eu for one cell is way too expensive in gregtech, considering its main use would be for a cheaper alternative to superconductor cable.
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Could you also let you switch between different overclocking configs with a keybind? I'd like to be able to slow down my tools and not jump crazy high all the time.
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That makes sense. I guess that's what I get for designing a reactor without any sleep. Unfortunately, that means I have to redesign my reactor building, because I need that extra cooling. I'm experimenting with designs with different numbers of cooling cells, but I haven't had much luck.
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Very interesting. I knew about the bottleneck, but I did not know there was a better way to do it. I shall have to modify my design.
EDIT: how about this? I calculate it should get 84 cooling per cell, but I believe there may be a bottleneck at 3,5 as the adjacent vents cannot cool the full 36 heat, leading to a cooling of 82.
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Alternatively, a computer module that allows a computer to adjust the overclocking on your tools and armor, and read various stats about your character. It would be really cool to have a program that automatically modulates your jetpack thrust based on your altitude, or adjusts the speed of your tools depending on what you are mining, or how much energy you have left. You could even have it kick on some more generators in preparation for you having to charge your suit a bunch, or switch some processes into automatic mode when you are a certain distance away from your base. you could look at open CC sensors, I'm sure they might be able to help you with something like this.
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I have to agree that that rating system is not very good. It should gauge efficiency and output after accounting for cooling time and uum cost for maintenance. Instead of caring hhow many chambers it uses, it should account the total resource cost. (including cooling towers, if applicable)
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This Is the cooling tower design I am using. I wanted to design something that took advantage of my gold supplies and used 2 reactor chambers. The generator reactors are the same 8 cell, 4 reflector, 1 chamber design in the OP. I use a state cell set to 1020 sec to pulse a filter 8 times, and I have a relay adjacent to the reactor that is always full of coolant cells, or else the reactor cannot run. It goes to a series of pneumatic tubes on top of my coolant wall. I also have a relay in-line in case there the timing is slightly out of sync. those cooling towers have sorting machines that pull out the cells as soon as they are fully cooled, feeding them directly into relays, that lead back to the reactor-relay. I get 4800 eu/t per generator with eu output set to 5x normal.
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Quasi-true, depending on the setup.
The 'optimal' or maximum amount of cooling towers useful to you would be dividing your cooling cycle time and dividing it by your micro-cycle time. You'd probably want to round up from there.
For this setup, your micro-cycle time would be approximately 175 seconds, with a cooldown time of approximately 5k seconds (if we are being conservative and only taking into consideration the 12 cooling per cell ones on the edges rather than the 16/cell) for around 10 towers total (it calculates out to around 27-29 micro-cycles per cooling cycle, and each tower can handle three such micro-cycles).
Therefore, for four of them, you'd only need 40 at most. 64 is overcooling by over 50%. You could put another two generating reactors in there easily, possibly a third, depending on how the fractions work out with the internal cell slots.
All true.however, in my case, my cooling tower design is not the one in the op, it is my own custom 2 chamber design. because I like to have a wall of reactors. With this design, the cooling towers are almost always working. -
you actually can get it that fast on a dense ores world, as iridium spawns in huge amounts. I once got a stack of iridium from 10 minutes of mining. Then I threw everything out because it made the game too cheap.
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bear in mind that even if you have enough cooling towers to hold all of the microcycles, adding more cooling towers will still increase your effective eu/t as you can run the reactor more often, up until th epoint that you can run it constantly. In my current game I am building a setupp with four single chamber, 8 quad uranium celled reactors, with 64 cooling towers. It is certainly a large build.
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Its just magic. although the bucket not melting is nothing special, the melting point of iron is higher than the temperature of lava, the fact that you can go anywhere near lava and not die is superman-esque (not just because of the temperature, but also the poisonous fumes.)
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I'll be using this mod as soon as it adds freeform flying like in creative (though it does not need to have the same controls).
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a couple issues with the electric wood gassificator. Hoppers put into the bottom slot, and also they do not accept EBXL wood.